[Preview 7] Critical Bug ~ Cant run UE4 after VS 2015 update 1
A client of mine upgraded to 4.11.7, and tried to generate VS files from the .uproject.
The vs files being generated are for 2013, unlike 4.10 and 4.11.6
My client stays up to date with VS updates and there was a recent VS 2015 update.
My client on his current machine can still generate VS files for 4.10 and they generate for VS 2015 perfectly fine with the following header:
The header that is being generated in the .sln file for 4.11.7 .uprojects is:
When my client tries to generate for 4.11.7 uprojects, the .sln is created for 2013.
My client then deleted VS 2013 from his computer.
This did not change the way UE4 is generating the VS files, and consequently he can no longer work on the project because 4.11.7 simply will not generate VS files for 2015, and he deleted 2013.
Can you provide any insight into this matter?
4.11.6 was generating for 2015 just fine.
4.10 still generates for 2015 just fine
But 4.11.7 is generated .slns for 2013.
Here is the update link for VS 2015 that was installed https://www.visualstudio.com/en-us/news/vs2015-update1-vs.aspx
But if it was just a VS update, how come 4.10 still generates for VS 2015 correctly unlike 11.7 ?
If your client has either PS4 or Android SDK installed then this is expected as VS2013 is required for them. Can you confirm if they have either of these SDKs installed?
answered Mar 10 '16 at 09:10 PM
Can we get further clarification on "running setup.bat" normally? I don't normally run that, haven't needed to...my workflow is you right-click on the uproject and select "generate visual studio project files". Is that context menu just a call to to setup.bat or generateprojectfiles.bat"?
Ideally, Unreal would not make these decisions for us...because you might have 100 2015 projects, you do an android project, and from then on, your are VS 2013. I would suggest adding to the right context menu both options, such as "Generate 2013 Project Fies (Suggested as Android sdk is installed) and "Generate 2015 Project files (Not recommended)". Can I suggest that as a "feature" request?
answered Mar 24 '16 at 06:58 PM
Same problem. I try to update to 4.11 and it say's it can't find 2013 tools. Is this going to be fixed?
answered Mar 22 '16 at 11:24 PM
Per Doug's latest answer, I think we may be answering a different question than is being asked. The generateprojectfiles.bat DOES NOT EXIST in an ordinary installation of ue4 (what I am working with). I DO see it if I install the ue4 sources from github. But I want to be clear:
*We are not asking about building the UE4 game engine with 2015. We are asking about generating vs project files in 2015 for our game, whatever game that may be.
I don't want to build ue4, I just want to be able to create a new project and generate vs 2015 project files for it. This can't be done right now if Android Works is installed...and we don't have "generateprojectfiles.bat" in a regular ue4 install.
So, assuming I have a project called SomeProject.uproject and an ordinary ue4 install (that does not have generateprojectfiles.bat) && I have Android Works installed (so it will only default to 2013) ,how do I create VS 2015 project files?
answered Apr 21 '16 at 12:32 PM
Ok, I get that but that leaves one key question I'd appreciate if you could rule on: GenerateProjectFiles.bat ONLY exists in the source pull from git of UE4 (I verified this, it does not come with the standard ue4 install). So, a developer who does not have the source will NOT have this .bat file and therefore is required to download the ue4 source so as to get this batch file.
Do I have that right?
answered Apr 21 '16 at 02:06 PM
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